Clearly if you're complaining about not knowing where they are aiming for Rust to be, then you're not looking very hard as I found this information after a few minutes of Google searching. You'll notice the common theme in each interview and the AMA is that Facepunch desires the game to have emergent gameplay. Where players have all the tools they need to come up with solutions for the problems they face in game. That means no artificial systems that influence player behavior. Like a karma system for KOSers. The idea is, if you're getting KOS'd too much then organize a group of manhunters and take them down. Anyway. Don't know if you've seen the links below, but they have some information that isn't relayed on forums or in updates.
im just looking at the links and i can tell the articles are from a few months ago. it helps, but people request new features, plus those articles are not well known. thanks for the info though, i will be adding more material for the original post, and then i will go on to reading them
Edited:
Understood. And you are right. But what you are referring to is iterations (besides the anti-cheat, of course). He does the first version, gets it into a playable state and releases it. Starts the feedback loop with what people like/dislike and then iterates from there. I think this approach fits perfectly to what FP and Garry are doing. I think if he's communicating each iteration to us, without fleshing them out first, it's going to hurt the overall game.
I don't like being left in the dark, though. And I wish the updates came a bit quicker, but hey, I do understand.
i am adding two new paragraphs, each about a game that did one or the other, to the original post, and it voice my opinion on iterations more clearly